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An Analysis of the Translation Procedures Used by Digital Happiness Yudha, Galang Tirta
English Education: Jurnal Tadris Bahasa Inggris Vol 15 No 2 (2022): English Education: Jurnal Tadris Bahasa Inggris
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ee-jtbi.v15i2.14283

Abstract

This research wanted to know what kind of and the best Translation Procedures were used by Digital Happiness while translating DreadOut and DreadOut 2. DreadOut and DreadOut 2 are video games that occurred in Bandung and follow the story of Linda combating various Indonesian mythical creatures. This analysis research used documentation in collecting the data. The instruments of this research were documents, field notes, the theory of Translation Procedures by Newmark. There were 3 major steps that were used to analyze the data: First, determined and then isolated Common Component (CC) of the meaning of the lexicon in English and Indonesia; Second, determined and then isolated Diagnostic Component (DC) of the meaning of the lexicon in English and Indonesia; Determined the similarity (+) and difference (-) in the translation in a column. Finally, triangulation was used to validate the data analysis result. After analyzing the DreadOut and DreadOut 2 it was found that Digital Happiness were using certain Translation Procedures to translate their games; Transference, Neutralisation, Cultural Equivalent, Functional Equivalent, Synonymy, Shift, Paraphrase, and Translation Note, Addition, Glasses. With Cultural Equivalent being the best Translation Procedure on the list
The Effectiveness of Memrise Application toward Students' Adjective Mastery Pradana, Satria Adi; Marselina, Silvia Dwi; Yudha, Galang Tirta
English Education: Jurnal Tadris Bahasa Inggris Vol 16 No 1 (2023): English Education: Jurnal Tadris Bahasa Inggris
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ee-jtbi.v16i1.16615

Abstract

This research was conducted because it was discovered that students had difficulty learning vocabulary, especially adjectives, and it was set against the background of several student problems. For instance, utilizing continuous paper-based learning to teach vocabulary resulted in boredom and could demotivate students. Dealing with that, one alternative solution was provided to the problem by implementing the memrise media to be tested in the learning process toteach adjectives. The research objective was to know the effectiveness of using memrise towards students' adjective mastery. Thus, this research used a quasi-experimental design and chose two classes by using cluster random sampling as the sample. The research instrument was tests, the results of which were analyzed using an independent sample t-test. The hypothesis testing results revealed that a significant value of 0.025 was obtained with a significance of α = 0.05. Thus, there was effectiveness in using memrise application toward students' adjective mastery. Furthermore, the N-Gain score for the control class was 0.46, while for the experimental class was 0.58. Therefore, it could be stated that the memrise can be used and is effective as learning mediafor adjectives mastery for seventh grade students of SMP N 3 Pringsewu